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<blockquote data-quote="Garmorn" data-source="post: 5009082" data-attributes="member: 430"><p>Ok, I will try and give a short answer. This depends on the skill of the DM, the brevity of the rules, and the quality of the players. Better the DM, more willing and fair the players on using the new rules in the sprite of the intent. Out of all of the DMs I have played with (including me as one of the DMs, only two have and the skill and imagination to do it right and one stoped because of player attempted abuse after the second usage in 3 months.</p><p> </p><p></p><p></p><p>While I love to test new games. (I have lost track of all of the games I have played) I currently don't have a group and am out of practice. (Had a 3 year period of no table top RPG). Your awarness of the need to spread out play test means I will be looking foward to how it works for other DM's. I think that is the key. Several times I have seen what at first glance to be great rule die a slow death because the require a special type of DM.</p><p></p><p></p><p></p><p>Right, modules - I am not sure they are a cause or effect or both of the 'problem'.</p><p></p><p>One thing I forgot is that many groups don't see the lack of improvization (a better term then creativity) as a lack in their games.</p><p></p><p>Some groups poor all of the creativity into their background and role playing. Example one DM required a 2 page background that covered your family, how you got trained and why you where involved. She used that to creat a detailed campaign the got the players and their characters involed in the every affairs of the world. Combat was strickly by the book.</p><p></p><p>On the other hand I have been in far to many campaign where combat by the book was the start, middle and end of the campaign.</p></blockquote><p></p>
[QUOTE="Garmorn, post: 5009082, member: 430"] Ok, I will try and give a short answer. This depends on the skill of the DM, the brevity of the rules, and the quality of the players. Better the DM, more willing and fair the players on using the new rules in the sprite of the intent. Out of all of the DMs I have played with (including me as one of the DMs, only two have and the skill and imagination to do it right and one stoped because of player attempted abuse after the second usage in 3 months. While I love to test new games. (I have lost track of all of the games I have played) I currently don't have a group and am out of practice. (Had a 3 year period of no table top RPG). Your awarness of the need to spread out play test means I will be looking foward to how it works for other DM's. I think that is the key. Several times I have seen what at first glance to be great rule die a slow death because the require a special type of DM. Right, modules - I am not sure they are a cause or effect or both of the 'problem'. One thing I forgot is that many groups don't see the lack of improvization (a better term then creativity) as a lack in their games. Some groups poor all of the creativity into their background and role playing. Example one DM required a 2 page background that covered your family, how you got trained and why you where involved. She used that to creat a detailed campaign the got the players and their characters involed in the every affairs of the world. Combat was strickly by the book. On the other hand I have been in far to many campaign where combat by the book was the start, middle and end of the campaign. [/QUOTE]
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